Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


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Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Koralyn, I agree with you, the Knights should be alerted. But, Alistair and Dragomir have a point. We need more information. This note is not very clear, and, we don't know how old it is. Their situation may already be critical! If we go back to Hochoch, it will be at least two more days until we get to Orlane.

Koralyn, I was at the Battle of Orlane interactive, as well. Gran March was my home region.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Oh that is interesting. Are you still in that area? I am still in Alabama. If we do not know each other I suspect we know some of the same people. :)


As you debate whether to return to Hochoch for aid, you recall, as well, the political climate when you left. After the disastrous raid on Pregmere, any suggestion of military action is likely to set off days of debate. A sortie, if approved, would take more time to organize.

Your own group, if less numerous, has the benefit of proximity. But if you do choose to continue to troubled Orlane, you'll need to decide when to make your entrance.

Judging by the sun, and the distance you covered fleeing from the goblins, you could probably make it to the village soon after nightfall if you left now and kept a brisk pace. But you'd arrive into an unknown and possibly dangerous environment bruised and bereft of some of your arcane and divine power.

By resting first, either here at the ruins or some place farther down the path, you could arrive refreshed and at your best, at the risk of delaying aid. And arriving during the day would announce your presence more widely than slipping into town under cover of darkness.

What will it be?


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir argues in favour of slipping in a night, commandeering a hut and resting up there until morning.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin voices no opinion either way, unless pressed or required as a tie-breaker.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"Let us rest up before arriving at this village. We have no idea what we will encounter, and it would be better to be ready for anything in my opinion."


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

I agree with Alistair. We should rest first.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Rest. Koralyn agrees. We can maybe scout and observe the town before entering. And watch the road for anyone leaving and speak with them about what is going on in the town to gain clues.

Note Koralyn was never in favor of going back to Hochoch but does want a way to inform at least the Knights of the Watch, mostly in case the group fails. I am unsure if there is some spell that could accomplish that - maybe on the cleric list, since clerics have access to all their spells.


I'm not seeing anything except animal messenger, which is a 2nd level spell for bards and druids.


Those voting for a rest prevail, and you spread your bedrolls and set a cold camp among the ruins. The afternoon and evening pass uneventfully and you leave before dawn.

It is a little before noon as you reach the first of the farms bordering the outskirts of Orlane. Orchards and fields of tall wheat provide plenty of cover as you work your way closer, parallel to the trade road. The bountiful fields, ready for harvest, leave you wondering why so few caravans have been making their way to Hochoch of late ...

You tie your mule to a thicket of blackberries and climb a low hill east of the village that offers a view of Orlane. (Here's a map, also linked on the Campaign Info tab).

Ahead of you, to the east, the rutted trade road enters the village proper. Just north of the road, a creek you've been following the past several hours carves a parallel path before passing the village mill and emptying into a large pond (or small lake) in the center of Orlane.

Cottages and larger homes crowd around the water on all sides. You can make out at least two inns, as well as several other buildings sporting hanging signs.

Northwest of the village proper, a squat stone tower can be seen poking out of a small grove of elm trees. To the northeast, on the far side of the village, more orderly plantings surround a walled cathedral, modest in size but rich in detailed stone carvings.

You see people moving about the village -- fewer than you might expect at this time of day, though not so few that the place appears abandoned. More curious is the posture of those you see. Some seem almost to scurry, shoulders hunched and eyes down. Others seem unbothered, although you see no one exchanging the sorts of greetings you would expect in a village of this size.

Where to? There's a simple key on the map that identifies some of the more prominent buildings.


I realized I have a typo in the description that makes things confusing. You climb a hill WEST of the village, and a bit south of the Hochoch-Orlane trade road, to use as a vantage point.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Still a farm boy at heart Dragomir points at the nearest of the farm houses.

Lets start there - farmers are down to earth people, they should know whats what.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Agreed. Best to be seen by as few as possible until we know what is what. And keep a look out for anyone that seems to be leaving the area. I feel like if things are bad that some good folk might be trying to leave. Considering for a moment Koralyn asks Dragomir should we all go to the house, or would the people there respond better to a smaller force?

Any idea how we might recognize a skin changer or doppleganger?


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Lets all go... never know what you may find but keep your hands well away from any weapons.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair keeps his eye on the stone tower...so like the place he was trained. Perhaps a wizard lives there, and if so, they may have some answers.

"I wish to visit the stone tower. There might be a fellow wizard within who could help us."


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan, looking down at the village, begins to feel a sense of apprehension building within him. The field waiting for harvest, the low number of people visible, the odd gait, all of this is disquieting to the priest.

I agree, let's check on the nearest homes first, before we get too far into the village.

Kierdan turns to Alistair, That tower isn't too far away, we could work our way there without drawing too much attention too ourselves after visiting a few homes. If it is indeed the local wizard, he or she might have a good explanation of what is going on here.

Kierdan adds, The temple of Merikka is on the far side of town. I would like to eventually go there and speak with the temple priests, but that can wait until we do a bit of reconnaissance.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"All sound like great ideas. Best to do them in the most efficient manner, as the priest stated."


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Reluctantly, Alistair agrees.


Agreeing to start with the nearest farmhouse and work your way into town from there, you gather the mule and head for the closest cottage, which stands next to a small barn stocked with corn and wheat.

A young girl of perhaps 12 stands on the covered porch churning butter but abruptly stops what she's doing and runs inside as you approach. You see shadows moving within the house before someone draws the curtains closed.

Approaching carefully, you knock on the door. For a moment it appears the residents may not answer, but then you hear some whispering and the sound of a bolt being withdrawn. The door opens half a foot, and a lean, bearded man leans out. The sharp head of a woodsman's axe can be seen balanced on the floor near his feet.

"I don't know what you're peddling, but we want none of it here. And if you're asking fer something, best go ask elsewhere," he says. You see his eyes track across your group, lingering on your weapons and armor, but his eyes only harden as his jaw just forward in stubborn determination.

You feel a bit exposed, standing in the yard - if he'd let you onto the porch you'd have a bit more cover from neighboring homes and businesses, but his blunt displeasure and sharp axe make that a questionable move.

Charisma checks or related skills are probably in order, unless you want to move on to the next place. Let me know what kind of approach you want to take - fast talking, diplomacy, intimidation, etc.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Deception: 1d20 + 5 ⇒ (18) + 5 = 23 The end justifies the means... :)

Good sir, we have been sent here to investigate what is going on in Orlane. We know something bad is happening here and we are authorized by the regional government in Hochoch to take action. You are our first contact and we need you to tell us what you know about strange goings on. And it would be kind of you to let us in before less trustworthy people take notice of us.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Nice to meet ya' - I'm Dragomir, he drawls. I grew up on a spread not too different to what you've got here. We've heard things are a bit 'off' here but we've come to help. We mean you no harm.

Diplomacy: 1d20 + 4 ⇒ (4) + 4 = 8


The farmer seems taken aback by Koralyn's confident manner. He glances to the east nervously when she mentions less trustworthy people, but tightens his grip on the door - and the axe.

"Hochoch, you say? The constable said all the caravans and travelers that tried to pass that way had been killed by bandits. Well, come up on the porch - but no farther! I won't have my family drawn into all the strangeness ... I don't what's got people acting so queer, folks going missing in the night, then showing back up days later smiling as if nothing happened."

As if relieved to express his worries, he lets out a deep breath. He seems to evaluate you once more, a little less suspicious this time.

"So, who sent for you? The mayor? The priests? I know it wasn't the constable - that idiot'll talk of the roads being blocked by raiders, then tell you everything's fine in the same breath. What are going to do?"


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Thanks for your hospitality friend, says Dragomir moving onto the porch, his hands outspread so as not to be threatening.

Maybe you can tell us more first? Whats going on here? Why is the harvest not being gathered?


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"Well, we've got your best interests at heart, so to determine what best to do, we need more information. That is where you come in. Strange occurrences you have noticed would be helpful information, the more detail the better."

persuasion: 1d20 + 6 ⇒ (3) + 6 = 9


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Our rolls are sucking big time


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Deception is by far my best social skill. I likely should have waited for a more direct and honest approach but with the rolls maybe it does not matter. And my heart is in the right place. :) Delaying my response so others might jump in.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair keeps his eyes on the neighboring homes, watching for anyone noticing them or "strange" behavior.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan, his holy symbol of Pelor clearly visible, says to the farmer, My friend, it is clear things are amiss here. Your fields are bursting with produce, but the thinking in Hochoch is that your crops must be failing, since no grain has been received there in some time. Then, when my friends and I arrive here, instead of a busy farming community, we see only a few, timid people. What is going on here? Is it a plague of some sort? sorcery? We want to help you, but you must tell us something first.

persuasion: 1d20 + 4 ⇒ (14) + 4 = 18


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Yay for a team that actually has social skills


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
DM Under a Dark Sun wrote:


"So, who sent for you? The mayor? The priests? I know it wasn't the constable - that idiot'll talk of the roads being blocked by raiders, then tell you everything's fine in the same breath. What are going to do?"

We support certain knightly organizations there in the city. Koralyn claims, and not without some truth. We are very interested in these people who have gone missing and then shown back up and would like to make sure they are ok. Can you give us some names and locations so we can check on them? We fear they might be under some sort of compulsion or control.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Under his breath, Alistair mutters, "Speak for yer self"


"If I knew what was going on I'd have told you," the farmer says, shaking with agitation as he is peppered with questions. As Kierdan speaks, the man seems to calm a little.

"Look, here's how it is. There's nothing wrong with the crops - we've had the same yield as Merikka has always graced us with. And with them refugees from the west, we've had plenty to work the fields, even with the disappearances. But it's all still filling our barns 'cause of the bandits. They've struck a couple of the outlying farms, but mostly it's been caravans on the roads to the west and east, to Hochoch and Hookhill and Shiboleth. No one's made it out and back with a wagon for more'n a month."

"Then there's the disappearances. That's been going on longer. Folk up and vanishing in the night. Some never seen again, but most come round again in a few days, acting like they don't even know they been gone. Constable don't even look into it anymore, just smiles and says he's sure they'll turn up. About the first was the smith, I think. The carpenter and his wife are just back earlier this week, acting like they don't even know there kids are still missing."

"The ones that come back are all like that, unbothered, acting like there's nothing in the world to worry for. It's the rest of us that's left jumping at shadows, keeping our kin locked up while things smelling of the swamp bump about outside. I'd take my whole bunch somewhere else, safe, but the roads are a death sentence."

He sighs, an air of defeat replacing his stubbornness and suspicion.

"If you're looking to help, go see the mayor. We served together in a platoon in Sterich years ago. He's still himself, I think. And the liveryman, at the stable, he's my wife's brother. But steer clear of the Golden Grain Inn - that place seems to draw the strangest of the strange, if you catch my meaning. The Slumbering Serpent's probably safer if you need a room to rent."


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan puts his hand on the man's shoulder. Thank you, brother. Can you point out the way to the Mayor's house? Is there anything I can do for your family before we leave?


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

What about the Church and the Tower?


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan nods at Dragomir.

All in good time, Dragomir. Our friend here recommends seeing the mayor. I was just asking him where the mayor lives. I have a feeling we will be visiting quite a few placed in this town today.


"The mayor's house is near the center of the village, on the little spit of land that sticks out into the lake. Like I said, Zakarias is a good one, and I think he'll help."

He seems to consider whether to say more.

"I'd be careful around the priests. I can't say they're involved - never was one to spend much time in the church, even before all this - so I can't say if they've changed. But they haven't done nothing, neither."

"As for the tower, that's just old Ramne. A hermit, mostly. Used to help drafting contracts and the like, but he don't get out much anymore. He was always queer, so no telling if he's more so now."

All talked out, he watches as you prepare to take your leave.

"I appreciate the offer, father, but I'll take care of my own. But if you could shine a bit of light among the shadows, I'd feel better about my chances."

Where to next? Here's the map again for reference:

Map of Orlane


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Well, that squares it, lets be cautious of the locals, including the constable but for the moment the mayor seems safe.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

I agree, Dragomir, in light of this new information, I think the mayor's house would be the best place to visit next. This is getting more an more peculiar, is it not?


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

And I like the sound of that tower. A hermit type might have some good information to share if we can get on his good side. Is that on the way?


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Well, Koralyn, I do not believe it is on the way, strictly speaking. But it is a small village.

Kierdan gestures to the east, The mayor's house is that way, on a piece of land that juts into the millpond.

Kierdan then points at the copse of trees across the stream to the north. The hermit's tower is in those trees. We don't really know what to expect from the hermit, though the benefit of going there is that it is relatively secluded and we could likely get there without too much notice from the villagers. According to our friend the farmer, the mayor would be helpful, but he is in the middle of the village and it would be hard to get there undetected.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

So the tower first then? Let us stay undetected for as long as we might. If the sheriff really is tainted he might try to arrest us for some false charge as soon as we are spotted.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"I agree...lets speak with this hermit. Then the mayor, if we must. Something is very wrong here..but I cannot tell if THEY are involved...yet!"


Bidding farewell to the farmer, Hewitt, you gather for a moment to discuss your next move. Deciding to try to visit the hermit before venturing into the heart of the village, you consider your route - following the road will take you right past the constabulary and the Golden Grain Inn, two places Hewitt warned you to avoid. But the stream feeding the mill is too wide and deep to be easily forded, so you've got to use the bridge.

As a compromise, you circle back around west of Hewitt's farm, skirting the edge of the town as you make your way north to the stream and turn east. Trying to keep the nearby farm buildings between you and the constabulary, you amble toward the bridge, trying to look inconspicuous.

:
Does anyone notice?: 1d20 + 2 ⇒ (3) + 2 = 5

Miraculously, no one else is on the road as you cross, and the porch of the Golden Grain Inn is empty, its shutters closed to keep out flies. Hurrying across, you dart into the dense trees of the grove surrounding the hermit's tower.

A few dozen yards in, the squat tower rises between the stately elms. The grove itself appears well-ordered, as if planted centuries earlier, but the tower has fallen into disrepair. Still, the tail of smoke rising from a cracked chimney and the fresh cloves of garlic hanging above the scarred red door indicate it is occupied.

As you approach, you see movement behind a small window near the door, then a shutter abruptly bangs shut.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Moving forward confidently towards the tower, Alistair makes a few arcane gestures and a symbol floats in the air before him. He stops several steps from the door of the building and waits.

DM:

The symbol is that of my old mentor. He was well known in the area, and other arcane users should recognize it, I hope. He is using the Minor Illusion cantrip to create the effect.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Tell me that this tower doesn't look creepy... but at least its inhabited. Wonder what the person who lives here is like? As cracked as the tower itself?


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

GM:
arcana: 1d20 + 2 ⇒ (1) + 2 = 3 do i recognize Alistair's symbol?

Eldramin strides forward to rap lightly on the door. "My name is Eldramin, stranger. Would you be so kind as to invite us in? We are strangers in a strange town looking to get to the bottom of this madness."

persuasion: 1d20 + 6 ⇒ (20) + 6 = 26

Looking to Alistair, Eldramin whispers, "Well, he can't see that if the door is closed, can he?"


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair whispers back, "Window...he can see us, never you fear."


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9
DM Under a Dark Sun wrote:
As you approach, you see movement behind a small window near the door, then a shutter abruptly bangs shut.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Hmm, says Kierdan, thinking aloud,The grove is neat and orderly but the dwelling is in disrepair. I've seen places like this in Geoff.

The priest approaches the door and calls out, May the blessings of the Sun Father shine upon you, friend. We come in peace and would discuss the problem afflicting Orlane with you.

At this point I should probably make a Persuasion roll, but there is now ay I could beat Eldramin's roll. Is there a way to "aid another"? I couldn't find it in the PHB.


Eldramin isn't sure what sort of symbol it is that Alistair conjures above his palm, but it certainly prompts a reaction from inside the tower -- laughter.

"Ha! I knew Cabel Starcloak, and you, sir, are no Cabel Starcloak. Even if you were him, and not you, I'd tell you -- assuming you were him -- to turn straight around and march into the millpond! Pretentious, paranoid twerp!

The voice, which seems to be amplified by a subtle bit of magic, snorts before addressing Eldramin.

"And how am I to know you're not at the bottom of the madness? Or at the top! I know much about the activities of these cultists, all the villagers they've kidnapped and dominated. The constable, the priests, they're all in on it - who's to say you're not, too? Why should I tell you what they've been up to? Ambushing travelers in the Golden Grain Inn, working necromancy in the basement of the church -- You go kill a few of the dark things lurking in those places, then maybe we'll have something to discuss."

Kierdan: You can assist and give him advantage - see "Working Together" on p. 175 of the PHB. He rolled a 20, though, resulting in the, ah, "success" above.

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